diff options
Diffstat (limited to 'gamemode/shared/itemsystem/weapons/rustyaxe.lua')
| -rw-r--r-- | gamemode/shared/itemsystem/weapons/rustyaxe.lua | 209 |
1 files changed, 117 insertions, 92 deletions
diff --git a/gamemode/shared/itemsystem/weapons/rustyaxe.lua b/gamemode/shared/itemsystem/weapons/rustyaxe.lua index 735c3da..b26597c 100644 --- a/gamemode/shared/itemsystem/weapons/rustyaxe.lua +++ b/gamemode/shared/itemsystem/weapons/rustyaxe.lua @@ -49,62 +49,54 @@ item.Shape = { --Optional, If this item can be equiped in any player slots, put them here. item.Equipable = "Right" ---[[ returns the direction the player swung]] -local function playermovedir(player) - local vel = player:GetVelocity():GetNormalized() - vel.z = 0 - local swings = { - {player:GetForward(),"forward"}, - {-player:GetForward(),"backward"}, - {player:GetRight(),"right"}, - {-player:GetRight(),"left"} - } - table.sort(swings,function(a,b) - return vel:Dot(a[1]) > vel:Dot(b[1]) - end) - return swings[1][2] -end - -local positionset = {} - ---[[ -local function swingarc(player,times,positions,onhit) - local positionpoints = {} - table.insert(positionset,positionpoints) - local hitents = {} - for k,v in ipairs(times) do - timer.Simple(v,function() - local weaponpos = positions[k] + player:GetPos() - table.insert(positionpoints,weaponpos) - if #positionpoints > 1 then - local tr = util.TraceLine({ - start = positionpoints[#positionpoints-1], - endpos = positionpoints[#positionpoints], - }) - if tr.Hit then - onhit(tr) - end - end - end) - end - timer.Simple(times[#times],function() - print("Inserted swing, drawn positions are now:") - PrintTable(positionset) - end) -end - -hook.Add( "HUDPaint", "weaponswings", function() - cam.Start3D() -- Start the 3D function so we can draw onto the screen. - for k,v in pairs(positionset) do - for i = 1,#v-1 do - render.DrawLine( v[i], v[i+1], Color(255,0,0,255), false ) - end - end - --render.SetMaterial( material ) -- Tell render what material we want, in this case the flash from the gravgun - --render.DrawSprite( pos, 16, 16, white ) -- Draw the sprite in the middle of the map, at 16x16 in it's original colour with full alpha. - cam.End3D() -end ) -]] +local swingdata = { + ["fwd"] = { + {0.011,Vector(-25,-3,-11)}, + {0.020,Vector(-25,-1,-3)}, + {0.031,Vector(-21,0,7)}, + {0.040,Vector(-13,-1,16)}, + {0.051,Vector(0,-5,22)}, + {0.060,Vector(17,-12,19)}, + {0.069,Vector(27,-18,11)}, + {0.077,Vector(31,-22,2)}, + {0.087,Vector(32,-26,-6)}, + {0.098,Vector(32,-28,-12)}, + {0.107,Vector(31,-29,-16)}, + {0.117,Vector(31,-29,-17)}, + {0.128,Vector(31,-29,-16)}, + {0.141,Vector(31,-29,-16)}, + }, + ["lft"] = { + {0.009,Vector(-34,-25,3)}, + {0.021,Vector(-29,-33,3)}, + {0.031,Vector(-21,-41,2)}, + {0.042,Vector(-9,-47,0)}, + {0.053,Vector(5,-48,-2)}, + {0.064,Vector(20,-44,-6)}, + {0.075,Vector(31,-34,-10)}, + {0.086,Vector(37,-24,-15)}, + {0.095,Vector(39,-16,-17)}, + {0.106,Vector(39,-10,-19)}, + {0.116,Vector(39,-8,-20)}, + {0.126,Vector(39,-8,-19)}, + {0.134,Vector(39,-9,-19)}, + {0.146,Vector(39,-10,-18)}, + }, + ["rig"] = { + {0.021,Vector(-2,9,11)}, + {0.031,Vector(5,10,10)}, + {0.042,Vector(12,8,9)}, + {0.053,Vector(19,4,6)}, + {0.062,Vector(26,-4,2)}, + {0.072,Vector(29,-12,-4)}, + {0.083,Vector(29,-21,-12)}, + {0.093,Vector(25,-27,-18)}, + {0.102,Vector(22,-30,-22)}, + {0.113,Vector(20,-31,-25)}, + {0.123,Vector(19,-32,-25)}, + {0.133,Vector(19,-32,-25)}, + }, +} --Optional, what to do when the player clicks, and this item is in the slot in inventory. only works for items equipable in left and right item.lastSwing = {} @@ -114,65 +106,98 @@ item.onClick = function(self,owner) print("returning because item.lastSwing is " .. item.lastSwing[owner], "but Curtime is",CurTime()) return end item.lastSwing[owner] = CurTime()+1.33 - local dir = playermovedir(owner) - local fow,rig,up = owner:GetForward(),owner:GetRight(),owner:GetUp() + local fwd,rig,up = owner:GetForward(),owner:GetRight(),owner:GetUp() local movementtbl = { ["forward"] = function() owner:SetLuaAnimation("axe_swing_up") - timer.Simple(2.33,function() owner:StopLuaAnimation("axe_swing_up") end) - local hits = ART.swingarc(owner,{ - 1,1.1,1.2,1.3 - },{ - fow*20 + up*26, - fow*45 + up*6, - fow*35 + up*-13, - fow*20 + up*-34, - },function(tr) - if tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then + timer.Simple(2.33,function() + owner:StopLuaAnimation("axe_swing_up") + end) + timer.Simple(1,function() + ART.TraceWeapon = true + end) + timer.Simple(1.33,function() + ART.TraceWeapon = false + end) + + local times,pos = {},{} + for k,v in ipairs(swingdata["fwd"]) do + times[k] = 1 + v[1] + pos[k] = Vector(v[2]) + pos[k]:Rotate(owner:GetAimVector():Angle()) + end + if pos[1] == nil then return end + local hits = ART.swingarc(owner,times,pos,function(tr) + if not tr.Hit then return end + if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "forward" then + ART.ApplyEffect(owner,"weapon_blocked") + elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon()) end - print("Hit",tr.Entity) end) + end, ["backward"] = function() end, ["left"] = function() owner:SetLuaAnimation("axe_swing_left") - timer.Simple(2.33,function() owner:StopLuaAnimation("axe_swing_left") end) - local hits = ART.swingarc(owner,{ - 1,1.1,1.2,1.3 - },{ - rig*30 + up*-5, - rig*10 + fow*30 + up*-9, - rig*-10 + fow*30 + up*-10, - rig*-30 + up*-15, - },function(tr) - if tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then + timer.Simple(2.33,function() + owner:StopLuaAnimation("axe_swing_left") + end) + timer.Simple(1,function() + ART.TraceWeapon = true + end) + timer.Simple(1.33,function() + ART.TraceWeapon = false + end) + + local times,pos = {},{} + for k,v in ipairs(swingdata["lft"]) do + times[k] = 1 + v[1] + pos[k] = Vector(v[2]) + pos[k]:Rotate(owner:GetAimVector():Angle()) + end + if pos[1] == nil then return end + local hits = ART.swingarc(owner,times,pos,function(tr) + if not tr.Hit then return end + if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "left" then + ART.ApplyEffect(owner,"weapon_blocked") + elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon()) end - print("Hit",tr.Entity) end) end, ["right"] = function() owner:SetLuaAnimation("axe_swing_right") - timer.Simple(2.33,function() owner:StopLuaAnimation("axe_swing_right") end) - local hits = ART.swingarc(owner,{ - 1,1.1,1.2,1.3 - },{ - rig*-30 + up*-5, - rig*-10 + fow*30 + up*-9, - rig*10 + fow*30 + up*-10, - rig*30 + up*-15, - },function(tr) - if tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then + timer.Simple(2.33,function() + owner:StopLuaAnimation("axe_swing_right") + end) + timer.Simple(1,function() + ART.TraceWeapon = true + end) + timer.Simple(1.33,function() + ART.TraceWeapon = false + end) + + local times,pos = {},{} + for k,v in ipairs(swingdata["rig"]) do + times[k] = 1 + v[1] + pos[k] = Vector(v[2]) + pos[k]:Rotate(owner:GetAimVector():Angle()) + end + if pos[1] == nil then return end + local hits = ART.swingarc(owner,times,pos,function(tr) + if not tr.Hit then return end + if tr.Entity.Blocking ~= nil and tr.Entity.Blocking == "right" then + ART.ApplyEffect(owner,"weapon_blocked") + elseif tr.Entity.TakeDamage ~= nil and tr.Entity ~= owner then tr.Entity:TakeDamage(5, owner, owner:GetActiveWeapon()) end - print("Hit",tr.Entity) end) end, } - movementtbl[playermovedir(owner)]() + movementtbl[ART.playermovedir(owner)]() end --Optional, if we should do something special on equip(like draw the PAC for this weapon) |
